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  1. #41
    E. Body
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    Quote Originally Posted by Weltall View Post
    Played in every early version of this game. Crafting/Gathering is the highlight. Everything else is borderline atrocious.

    Edit: also the game runs very stable. Considering who owns it, that’s a gimme.
    This pretty much sums up my feelings on the game. The systems in place are decent, and the crafting is great but the combat is just so basic, and who's idea was it to not have mounts in this game. Having to run everywhere on foot with limited fast travel might make your game seem more immersive but god damn is it awful for gameplay.

    Also not surprised by the 3090 thing, I was seeing some really weird stuff from some streams. My 3070 gets like 120 fps even in crowded area's at 1440p on max seetings, but I was watching some streamers with 3090's struggling to hit 60 at 1080p. Really weird.

  2. #42
    Been Here Longer Than you
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    This game will have a lot of high #s at launch. Amazon budget/marketing and a severe lack of new MMOs, especially Western ones.

    Warning: Don't let that fool you.

  3. #43

    Sweaty Dick Punching Enthusiast

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    Game looks super clean on streams that I've watched, I just dont know what the fuck there is to do lol. The questing certainly aint it.. and everyone looks the same. That "realm war" shit never lasts without a secondary motivation.

  4. #44
    Chram
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    And bricking 3090s

  5. #45
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    Put about 5 hours into New World last night. It plays like Elder Scrolls Online with better inventory management, but minus traversal (no mounts) and crafting (have to visit separate stations sprinkled about the town) quality of life improvements. Mage role appears to be the weakest, especially in PVP. If you decide PVP is your thing, you need a role that has a fast attack speed as it's easy to interrupt the other player or you can nearly kill another player (2H hammer or mage) in the time they're able to pull off a single attack.

  6. #46
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  7. #47
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    https://twitter.com/playnewworld/sta...656131073?s=20

    The amount of people saying that mounts should not be added in unreal. People saying that the map is too small for mounts are obviously not playing on the same map that I am.

  8. #48
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    Hey, if they are adding things people want, I'll kick us off:

    1. Good combat system
    2. More actions
    3. An endgame
    4. Crafting to matter

  9. #49
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    The combat does suck. The rarity of mats for some of the low level recipes has been triggering me. Need briar buds to craft mana potions, but the source is on the other side of the map. Also need fish oil, but it's low rng from breaking down fish. Metal veins are stupid scarce.

  10. #50
    The Defense is ready, Your Honor
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    Those run cycles look like hot ass. Why don't companies ever spend more time focusing on the animation that you see more than any other?

    Megaman's fucking 2-sprite run cycle on the NES looked better.

  11. #51
    Ridill
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    Part of me can understand wanting to keep the presence of mounts minimal.

    Mechanically, they tend to take a lot of danger out of zones since there's a high probability you can just outrun everything (and leash it) and I don't think I've seen dismounting mechanics I've played in any game since Rift.

    Stylistically, a lot of games pretty much just have mounts pop out of nowhere when you push the button. The me that enjoys immersion wouldn't object to a system where your mount is like a pet/party member that you would have to protect or at least leave in a safe spot when out in the wild. Then when you do decide to call them, however far between you determines the time it would take to reach you. A setting to just have it follow X distance behind could also be a thing, but you'd still need to be mindful of respawns/patrols to keep it safe. And obviously if it's injured, you won't be able to ride it until it's mended. I see something like this also leading into a form of Stable system, which can work in tandem with certain aspects of crafting for the production of food, tools for care, and facilities that'd offer more over basic NPC services.

    If PVP is involved, I'd also say there are pros and cons for both sides relative to aggressors, playing defense, and intended scale of battles. Having played games where it felt like people could just respawn and get back to the battle to perpetually zerg, it rarely felt like tactics were important.

    Looking back immersion, though, some mount choices I've seen in games have definitely been questionable here. Sometimes chasing the cool factor may be the intention, but there's also dumb ideas that have seen the light of day and not in the cheeky "lolwtf?" sort of way. What tier of fantasy you're chasing with the game can play a role here, with lower levels sticking to horses or mules. Yet, I can understand those perhaps worried about meme culture bleeding in even if higher up on the fantasy ladder.

    Mechanically, travel times can and do affect the prices of goods. Mind you, I do think it's dumb that lowbie crafts mandate you travel to the other side of the continent or something to self-gather, but the higher one gets in progression, the speed of production if starting from scratch should have a certain degree of "convenience tax" applied in that others doing the work for you to collect things should be a tempting option. Naturally, this behooves the devs to also be aggressive against botting and RMT, but with this being Amazon's first MMO rodeo, I'd 100% expect them to drop the ball here. Of course, fast travel alternatives can also be a thing, though obviously tied to hubs and having their own respective costs.

    Things To Do(tm) has always been one of the sketchier aspects of sandbox games for me, especially endgame. Being a fresh game, there should obviously be some leeway in building toward that, as it's also true some players play entirely too much and burn through content exponentially faster than it can be produced. Combat and animations being ass, however, isn't really free to have room to grow. You either get it right or you don't, and fucking up here can chase people off before they even get near endgame. Crafting mattering otherwise relies on whether or not they fall into the dungeon/raider trap and presence of worthwhile side systems like housing or even my hypothetical Stable system.

  12. #52
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    Mounts will invariably lead to flying mounts because of player demand, which always kills zone presence for me in an MMO, further removing any sense of scale or danger from the maps. I'd rather just non-mount means of traversing, be it set teleport points or some other system.

  13. #53
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  14. #54
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    The game does need a lot of polish. The early game areas have been worked on the most. The mid-game areas have collectable resources either too low belowground or floating too high and textures like waterfalls clip out of the environment. Not sure on higher level are because anything ten levels or higher above you is a one-hit kill. I got bored and ended up putting 60 hours into the beta. Leveling slows way down at 25 (level cap is 60). The game recommends moving onto to new areas at that point, I do not unless you're grouped up. The next two recommended areas' mobs are 26 min and upper 30s max. You can safely level to the low 30s solo just doing quests throughout 4 starting areas. Also, after starting a second character, I would like to amend an earlier point I made about resources needed for early quests. Depending where you start, you don't have a choice in this, depends on how your early game experience will be. If you start on a more coastal zone (Monarch's Blight and First Light), you're going to be worse off than starting more inland (Everfall and Windsward). Also to note, and maybe this was just a thing during the beta, but you cannot have more than one character on the same server block. Blocks are groups of servers based on when they were created.

    I had also complained about two-handers and projectiles. Both are weak in the earlier leveling, but two-handers like hammers and great axes seem to be essential for tanking and mob control thanks to aoe's while it's also good to have a projectile leveled as a secondary. I tried to main ice claw (three magics in the game currently and all weapon based - ice/claw | fire/staff | heal/staff) and I had a bad time. Projectile weapons are not great until you can claim your first faction weapon at level 15 (three factions and this affects who you interact with and limits who you can clan with). I eventually went back to sword and shield (top tier damage and mob/pvp control) before discovering just how awesome rapier is. Rapier has a bleed (dot) build that just melt mobs.

    As far as crafting and gathering, probably the most fun I had, aside from fishing. Gathering plants (clothcraft/alchemy/cooking) levels the fastest, followed by mining (stonework/heavy armor/weapons/alchemy) and hunting/tracking (leatherwork/clothcraft/cooking), then lumberjack (woodworking/stonework - wood = coal/heavy armor - metal trees/weapons), and finally fishing. Fishing takes a long time, the failure rate is high, the fishing pole durability is very low, and there is a frustrating main questline that requires it.

    Edit: If you hate discovering things on your own, resource map - https://newworldfans.com/map

  15. #55
    The Defense is ready, Your Honor
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    Getting some Rift vibes here where it looks like they blew their entire load on the intro zones and experience, but will run out of steam because they really don't have post-game content and a lot of end-game meat that isn't people fighting one another. These games live and die not just on hooking people in the first levels, but adding a steady stream of meaningful shit to do when you hit the end-game.

    I worry that some of these devs fall into the same trap of finally getting to make their "dream game" to the point where they over-design the initial experience, leaving the end-game to falter. Lets hope its not the case here.

  16. #56
    Bard-turned-Miner
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    I can't say myself, but I've heard others mention that they did some pretty good work during the last delay between the preview and beta based on feedback. So there's some hope it will be time well spent.

  17. #57
    Ridill
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    Quote Originally Posted by Lucavi View Post
    Getting some Rift vibes here where it looks like they blew their entire load on the intro zones and experience, but will run out of steam because they really don't have post-game content and a lot of end-game meat that isn't people fighting one another. These games live and die not just on hooking people in the first levels, but adding a steady stream of meaningful shit to do when you hit the end-game.

    I worry that some of these devs fall into the same trap of finally getting to make their "dream game" to the point where they over-design the initial experience, leaving the end-game to falter. Lets hope its not the case here.
    For me, it's more like the endgames across all these games literally wind up the same, with the only major content variant being PvP's presence. The hardcore always complain there's not enough to do. Crafting/Gathering importance buckles to the power of raid drops. Legitimate open world challenges don't exist because time-based pops still seem a priority if present even at all. Build individuality is absent and is really just do x rotation or you suck. Maps can feel overly large, but ultimately have little to do in them. Hell, the concept of content scaling or even something like Trusts still seems like an alien concept to many games.

    More generically, it's probably better to say these "dream game" types try more to be a WoW-killer than their own thing, and as a result, fall into that clone sensation. Intro phases may certainly lend to a perception of difference, but problems like the above and more eventually rear themselves as "Like WoW, but better!" bubbles back to the surface because no one really has the balls to try untested ideas or just publicly ask players, "Would you like this kind of content?" knowing you'll have the raiders say no by default because it's not more raids, but 5-10% of a population should not be deciding game direction, either.

  18. #58
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    I understand your reference, but it's more of an "ESO-killer" than WoW.

  19. #59
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    I really felt like I was playing ESO-lite at times

  20. #60
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    Is this gonna be good? I'm sorta desperate for a thing.

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